Kai Stavginski
KaiStavginski
About Me
Kai Stavginski has been a Senior Technical Director for SideFX Software since 2014. In that time, he's mostly been busy in the areas of shading and fur tools. He started in the industry as a generalist in 2004, spent some time as a rigger for an animated feature and then created VFX for major Hollyw... more
Kai Stavginski has been a Senior Technical Director for SideFX Software since 2014. In that time, he's mostly been busy in the areas of shading and fur tools. He started in the industry as a generalist in 2004, spent some time as a rigger for an animated feature and then created VFX for major Hollywood blockbusters for several years. He used Houdini to get the job done and now uses his extensive industry experience in his development work on the software itself. less
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Since 8月 2013
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Recent Forum Posts
Otis Solver Tissue 2026年1月27日14:38
Hi,
lower resolution could potentially have this effect because the sim might converge better. I think you could counteract these effects by lowering stiffness though.
You can also try weakening muscle to tissue constraints, possibly even for specific muscles (They can be controlled from both Muscle Constraint Properties and Tissue Properties), although I'd start with an overall reduction.
One thing that was important with Otto is exclusion of any bones that are closer to the surface from the Bones Group under Tissue in Otis Configure.
It still comes down to balancing stiffnesses in the end though. For balancing something like solid layer stiffness against muscle attachments, its difficult to give exact recommendations because while the effect of solid stiffness should mostly be independent of tet count, muscle attachment stiffness scales with number of attachment constraints. I'd say the Otto values can be considered our recommended balance though for a similar character.
I would also recommend looking at the result of the final Skin Deform with sliding enabled, because that can change the feel of simulations quite a bit.
lower resolution could potentially have this effect because the sim might converge better. I think you could counteract these effects by lowering stiffness though.
You can also try weakening muscle to tissue constraints, possibly even for specific muscles (They can be controlled from both Muscle Constraint Properties and Tissue Properties), although I'd start with an overall reduction.
One thing that was important with Otto is exclusion of any bones that are closer to the surface from the Bones Group under Tissue in Otis Configure.
It still comes down to balancing stiffnesses in the end though. For balancing something like solid layer stiffness against muscle attachments, its difficult to give exact recommendations because while the effect of solid stiffness should mostly be independent of tet count, muscle attachment stiffness scales with number of attachment constraints. I'd say the Otto values can be considered our recommended balance though for a similar character.
I would also recommend looking at the result of the final Skin Deform with sliding enabled, because that can change the feel of simulations quite a bit.
APEX Broken Joints When Using Otto Muscle Transfer Recipe 2025年10月21日10:51
This will be fixed in 21.0.511.
Feather bending 2025年9月26日8:43
Should be fixed in tomorrow's 21.0 and 20.5 builds.